flag dropping on waterlevel 0

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1882 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
driAn
2008-05-05 18:16:59 +00:00
parent d67c475057
commit 5d028262bb
2 changed files with 3 additions and 3 deletions
+1 -1
View File
@@ -512,7 +512,7 @@ void parsemessages(int cn, playerent *d, ucharbuf &p)
{
short x = (ushort) (getint(p)/DMF);
short y = (ushort) (getint(p)/DMF);
short z = ((ushort) (getint(p)/DMF))-((short)player1->eyeheight); // correct z offset, assumes all players do have same eyeheight
short z = ((ushort) (getint(p)/DMF))-((short)player1->eyeheight); // correct z offset, assumes all players do have the same eyeheight
flagdropped(flag, action, x, y, z);
break;
}
+2 -2
View File
@@ -282,7 +282,7 @@ void tryflagdrop(bool reset)
f.flag->spawned = false;
f.state = CTFF_DROPPED;
f.ack = false;
flagdropmillis = lastmillis+1000;
flagdropmillis = lastmillis+3000;
addmsg(reset ? SV_FLAGRESET : SV_FLAGDROP, "ri", f.team);
}
}
@@ -325,7 +325,7 @@ void flagdropped(int flag, int action, short x, short y, short z)
p.o.x = x;
p.o.y = y;
p.o.z = z;
p.vel.z = -1.0f;
p.vel.z = -0.8f;
loopi(50) moveplayer(&p, 50, true); // calc drop position
f.flag->x = (short)p.o.x;
f.flag->y = (short)p.o.y;